01/03/2018

Block Out continued

Further continuing the block out process, bridges have been added across the roof tops to add another level to the block out as had been discussed with the tutor, as well as scaling the block out down further for game flow purposes.


Blue prints

Further in today's session, the class looked into Unreal blue prints for the purpose of animation in unreal.  For this example, the animation and blue prints were for two doors to open simultaneously once a trigger box had been placed for the player to enter the box, which would then open the doors.

Once in Unreal, select the object which is the doors.  Select systematics, add matinee.  Re-select the object.  Once in the track section, right click, add new empty group, name the group, for example right door or left door.  Right click object, add new movement track.  Do the same for both doors.  Change settings from 4 seconds to 1.  Select snap icon on animation track.  Add key frame and move the door to open, then add another key frame and close the door.  Close track.  In out liner rename Door_matinee.  In modes tab, basic, drop trigger box into scene.  Open blue prints for level.Right click - on actor begin.  Right click again - On actor begin overlap and On actor end overlap.

Settings, project settings, engine input, call/interact.  Bindings action map +, - add map.
Interaction, right click search interact.
Right click, create gate.  
Right click, sequence, copy and paste, (c + v).
 Interaction node press to Gate node enter.

Sequence n.o. to gate node open 
sequence n.o. to gate node close.

Blueprint variables, bolean to strain, (call text).

Click and drag text x2 - set.l
Right click, get player controller.
Return value 1 to Get HUD, to search 1st person HUD, top white rrm.
First person blueprint.
Add HUD.
 HUD to sequence, n.o. to texture execution.
Sequence to gate.
Right click, add custom event node.  (Call text).
Parameter, (bollean),and text strength, input + call to branch and second to condition. 

Condition, TRUE to Gate open, Condition false to gate close, gate exit to text HUD.

Draw, text to text.
Event graph.
X to screen X.
Y to sceen Y.  Do this twice.
Compile.  If worked, the compile button will show a green tick, if not the blueprints will indicate where the error is.
Trigger.
N1 to set 1, Press E to open (text).
N2 to set 2acts to 1st person shooter HUD.
1st person to call text target, tick box for call.
1st person HUD to call text.
Drag get text to text on call text.

Gate exsit to flip flop.
Flip flop A to search play target.
Flip flop B to search reverse.

Select animation, door matinee actor.  Create door matinee actor, to play and reverse nodes.

The blue prints should look like the images below.








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